Overview. Hierarchy. Level of detail hierarchy Texture maps Procedural shading and texturing Texture synthesis and noise.

Size: px
Start display at page:

Download "Overview. Hierarchy. Level of detail hierarchy Texture maps Procedural shading and texturing Texture synthesis and noise."

Transcription

1 Overview Level of detail hierarchy Texture maps Procedural shading and texturing Texture synthesis and noise Hierarchy Physics Computer Graphics Geometrical optics Macro-structures Transport Micro-structures Microfacets Physical optics Kirchoff approx. Quantum optics Geometry Displacement (P) maps Bump (N) maps Texels (BRDF) Texture Page 1

2 Texture Maps How is texture mapped to the surface? Dimensionality: 1D, 2D, 3D Texture coordinates (s,t) Surface parameters (u,v) Direction vectors: reflection R, normal N, halfway H Projection: cylinder Developable surface: polyhedral net Reparameterize a surface: old-fashion model decal What does texture control? Surface color and opacity Illumination functions: environment maps, shadow maps Reflection functions: reflectance maps Perturb geometry: bump and displacement maps History Catmull/Williams basic idea Blinn and Newell basic idea, reflection maps Blinn bump mapping Williams 1978, Reeves et al shadow maps Smith 1980, Heckbert texture mapped polygons Williams mipmaps Miller and Hoffman illumination and reflectance Perlin 1985, Peachey solid textures Greene environment maps/world projections Akeley Reality Engine Page 2

3 Tom Porter s Bowling Pin RenderMan Companion, Pls. 12 & 13 Direction Maps Many ways to map directions to images... Methods: Gazing Ball (N) Create by photographing a reflective sphere Fisheye Lens Standard camera lens Cubical Environment Map (R) Create with a rendering program, photography... Lattitude-Longitude (Map Projections) Create by painting Issues: Non-linear mapping - expensive, curved lines Area distortion - spatially varying resolution Convert between maps using image warp Page 3

4 Cubical Environment Map Note: Easy to produce with rendering system Possible to produce from photographs Uniform resolution Simple texture coordinates calculation Gazing Ball Note: Photograph of reflective ball Reflection indexed by normal Maps entire field of view to circle Resolution function of orientation; maximum head-on Alternatives: Fish eye, map projections Page 4

5 Reflectance Maps Integrate over a hemisphere: BRDF * L Very low resolution often sufficient: At NYIT 49x49 Reflectance Maps Reflectance map For a given viewing direction For each normal direction For each incoming direction (hemispherical integral) Evaluate reflection equation Reflection functions Diffuse: Irradiance map Glossy: Radiance map Anisotropic: for each tangent direction Mirror: Reflection map related to environment map Illumination functions Environment maps Procedural light sources Page 5

6 Quake Light Maps * Lower resolution Illumination Maps * = reflectance irradiance radiosity Page 6

7 Shadow Maps May incorporate shadow maps into lighting calculations Correct Shadow Maps Step 1: Create z-buffer of scene as seen from light source Step 2. Render scene as seen from the eye For each light Transform point into light coordinates return (zl < zbuffer[xl][yl] )? 1 : 0 Page 7

8 Displacement/Bump Mapping Offset surface position Displacement P (u, v) = P(u,v) + h(u, v)n( u,v) Perturb normal P(u, v) N(u,v) = u P(u,v) v From Blinn 1976 Shading and Texturing Language Flexibility Create procedural texture models Modulate multiple parameters Control over mapping Texture access float/color texture( image, s, t,...) point bump( heights, N, Ps, Pt, s, t,...) float/color environment( cubefaces, D,...) float shadow( depths, P,...) Page 8

9 Abstract Shading Model Volume Atmosphere Light Source Camera Surface Reflection Volume Texture Displacement Volume Deformation Light Surface Camera Light Shader State L N light bulb( float intensity = 1; color filament = TUNGSTEN ) { illuminate( P ) Cl = intensity * filament / (L.L); } Pu P,(u,v),.. Pv Page 9

10 Barzel s UberLight.sl Inconsistent Shadows Projected Shadow Matte Projected Texture Example of a complex shader UberLight( ) { Clip to near/far planes Clip to shape boundary foreach superelliptical blocker atten *= foreach cookie texture atten *= foreach slide texture color *= foreach noise texture atten, color *= foreach shadow map atten, color *= Calculate intensity fall-off Calculate beam distribution } Surface Shader N L surface diffuse() { color Ci = 0; illuminance( P, N, Pi/2 ) Ci += Cs * Cl * N.L; } I Pu P,u,v,.. Pv Page 10

11 RenderMan Surface Shader surface corrode(float Ks=0.4, Ka=0.1, rough=0.25) { float i, freq=1, turb=0; // compute fractal texture for( i=0; i<6; i++ ) { turb += 1/freq*noise(freq*P); freq *= 2; } // perturb surface P -= turb * normalize(n); N = faceforward(normalize(calculatenormal(p))); } // compute reflection and final color Ci = Cs*(Ka*ambient()+Ks*specular(N,I,rough)); Perlin s Noise Function 1. Generate a table of random numbers 2. Hash a 3D lattice into a table entry 3. Use random values as the gradient 4. Perform cubic interpolation Page 11

12 Turbulence fbm // compute fractal texture for( i=0; i<6; i++ ) { turb += 1/freq*noise(freq*P); freq *= 2; } = Images from Examples Wood and Stone RenderMan Companion Marble Ken Perlin Page 12

13 Examples (continued) Cloud David Ebert Page 13

Texture. Texture Maps

Texture. Texture Maps Texture Texture maps! Surface color and transparency! Environment and irradiance maps! Reflectance maps! Shadow maps! Displacement and bump maps Level of detail hierarchy Procedural shading and texturing

More information

Texture. Detail Representation

Texture. Detail Representation Page 1 Texture Procedural shading and texturing Applied and projected textures Material / light properties Shadow maps Spherical and higher order textures Spherical mappings Environment and irradiance

More information

Multiple Importance Sampling

Multiple Importance Sampling Multiple Importance Sampling Multiple Importance Sampling Reflection of a circular light source by a rough surface Radius Shininess Sampling the light source f()() xgxdx Sampling the BRDF Page 1 Multiple

More information

Computer Graphics. - Texturing Methods -

Computer Graphics. - Texturing Methods - Computer Graphics - Texturing Methods - Overview Last time BRDFs Shading Today Texturing Texture parameterization Procedural methods Procedural textures Fractal landscapes Next lecture Texture filtering

More information

CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics

CIS 536/636 Introduction to Computer Graphics. Kansas State University. CIS 536/636 Introduction to Computer Graphics 2 Lecture Outline Surface Detail 3 of 5: Mappings OpenGL Textures William H. Hsu Department of Computing and Information Sciences, KSU KSOL course pages: http://bit.ly/hgvxlh / http://bit.ly/evizre Public

More information

More Texture Mapping. Texture Mapping 1/46

More Texture Mapping. Texture Mapping 1/46 More Texture Mapping Texture Mapping 1/46 Perturbing Normals Texture Mapping 2/46 Perturbing Normals Instead of fetching a texture for color, fetch a new perturbed normal vector Creates the appearance

More information

Announcements. Written Assignment 2 is out see the web page. Computer Graphics

Announcements. Written Assignment 2 is out see the web page. Computer Graphics Announcements Written Assignment 2 is out see the web page 1 Texture and other Mappings Shadows Texture Mapping Bump Mapping Displacement Mapping Environment Mapping Watt Chapter 8 COMPUTER GRAPHICS 15-462

More information

CSE528 Computer Graphics: Theory, Algorithms, and Applications

CSE528 Computer Graphics: Theory, Algorithms, and Applications CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334

More information

Shading Languages. Seminar Computer Graphics. Markus Kummerer

Shading Languages. Seminar Computer Graphics. Markus Kummerer Shading Languages Markus Kummerer ABSTRACT Shading Languages provide a highly flexible approach for creating visual structures in computer imagery. The RenderMan Interface provides an API for scene description,

More information

Texture Mapping II. Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1. 7.

Texture Mapping II. Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1. 7. Texture Mapping II Light maps Environment Maps Projective Textures Bump Maps Displacement Maps Solid Textures Mipmaps Shadows 1 Light Maps Simulates the effect of a local light source + = Can be pre-computed

More information

Shading. Flat shading Gouraud shading Phong shading

Shading. Flat shading Gouraud shading Phong shading Shading Flat shading Gouraud shading Phong shading Flat Shading and Perception Lateral inhibition: exaggerates perceived intensity Mach bands: perceived stripes along edges Icosahedron with Sphere Normals

More information

Bump Mapping Which one of these two image has a better visual effect?

Bump Mapping Which one of these two image has a better visual effect? Bump Mapping Which one of these two image has a better visual effect? 1 Bump Mapping 2 Or, these two? Bump Mapping Many textures are the result of small perturbations in the surface geometry Modeling these

More information

CG Surfaces: Materials, Shading, and Texturing

CG Surfaces: Materials, Shading, and Texturing CG Surfaces: Materials, Shading, and Texturing ART/CSC/FST 220 Spring 2007 From text: 3D for Beginners, Chapter 7 Art of Maya (pages 116-126, 185-194) Shading and texturing involves materials and their

More information

Advanced Shading and Texturing

Advanced Shading and Texturing Real-Time Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a-01-fall Advanced Shading and Texturing 1 Topics Features Bump mapping Environment mapping Shadow

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Matthias Zwicker Universität Bern Herbst 2009 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation of physics Global

More information

3D Rasterization II COS 426

3D Rasterization II COS 426 3D Rasterization II COS 426 3D Rendering Pipeline (for direct illumination) 3D Primitives Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation

More information

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker

CMSC427 Shading Intro. Credit: slides from Dr. Zwicker CMSC427 Shading Intro Credit: slides from Dr. Zwicker 2 Today Shading Introduction Radiometry & BRDFs Local shading models Light sources Shading strategies Shading Compute interaction of light with surfaces

More information

Reading. Texture Mapping. Non-parametric texture mapping. Texture mapping. Required. Angel, 8.6, 8.7, 8.9, Recommended

Reading. Texture Mapping. Non-parametric texture mapping. Texture mapping. Required. Angel, 8.6, 8.7, 8.9, Recommended Reading Required Angel, 8.6, 8.7, 8.9, 8.10 Recommended Texture Mapping Paul S. Heckbert. Survey of texture mapping. IEEE Computer Graphics and Applications 6(11): 56--67, November 1986. Optional Woo,

More information

Texture-Mapping Tricks. How Bad Does it Look? We've Seen this Sort of Thing Before. Sampling Texture Maps

Texture-Mapping Tricks. How Bad Does it Look? We've Seen this Sort of Thing Before. Sampling Texture Maps Texture-Mapping Tricks Filtering Textures Textures and Shading Bump Mapping Solid Textures How Bad Does it Look? Let's take a look at what oversampling looks like: Click and drag the texture to rotate

More information

Complex Shading Algorithms

Complex Shading Algorithms Complex Shading Algorithms CPSC 414 Overview So far Rendering Pipeline including recent developments Today Shading algorithms based on the Rendering Pipeline Arbitrary reflection models (BRDFs) Bump mapping

More information

Texture and other Mappings

Texture and other Mappings Texture and other Mappings Texture Mapping Bump Mapping Displacement Mapping Environment Mapping Example: Checkerboard Particularly severe problems in regular textures 1 The Beginnings of a Solution: Mipmapping

More information

Texture mapping. Computer Graphics CSE 167 Lecture 9

Texture mapping. Computer Graphics CSE 167 Lecture 9 Texture mapping Computer Graphics CSE 167 Lecture 9 CSE 167: Computer Graphics Texture Mapping Overview Interpolation Wrapping Texture coordinates Anti aliasing Mipmaps Other mappings Including bump mapping

More information

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Recollection Models Pixels Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Can be computed in different stages 1 So far we came to Geometry model 3 Surface

More information

Reading. Texture Mapping. Non-parametric texture mapping. Texture mapping. Required. Angel, 8.6, 8.7, 8.9, 8.10,

Reading. Texture Mapping. Non-parametric texture mapping. Texture mapping. Required. Angel, 8.6, 8.7, 8.9, 8.10, Reading Required Angel, 8.6, 8.7, 8.9, 8.10, 9.13-9.13.2 Recommended Texture Mapping Paul S. Heckbert. Survey of texture mapping. IEEE Computer Graphics and Applications 6(11): 56--67, November 1986. Optional

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012)

Overview. Radiometry and Photometry. Foundations of Computer Graphics (Spring 2012) Foundations of Computer Graphics (Spring 2012) CS 184, Lecture 21: Radiometry http://inst.eecs.berkeley.edu/~cs184 Overview Lighting and shading key in computer graphics HW 2 etc. ad-hoc shading models,

More information

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1)

Computer Graphics. Lecture 14 Bump-mapping, Global Illumination (1) Computer Graphics Lecture 14 Bump-mapping, Global Illumination (1) Today - Bump mapping - Displacement mapping - Global Illumination Radiosity Bump Mapping - A method to increase the realism of 3D objects

More information

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008)

Radiance. Radiance properties. Radiance properties. Computer Graphics (Fall 2008) Computer Graphics (Fall 2008) COMS 4160, Lecture 19: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160 Radiance Power per unit projected area perpendicular to the ray per unit solid angle in

More information

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

Texture. Texture Mapping. Texture Mapping. CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture Texture CS 475 / CS 675 Computer Graphics Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. Lecture 11 : Texture http://en.wikipedia.org/wiki/uv_mapping

More information

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture

CS 475 / CS 675 Computer Graphics. Lecture 11 : Texture CS 475 / CS 675 Computer Graphics Lecture 11 : Texture Texture Add surface detail Paste a photograph over a surface to provide detail. Texture can change surface colour or modulate surface colour. http://en.wikipedia.org/wiki/uv_mapping

More information

Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018

Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018 Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018 Theoretical foundations Ray Tracing from the Ground Up Chapters 13-15 Bidirectional Reflectance Distribution Function BRDF

More information

Computer Graphics. - Texturing - Philipp Slusallek

Computer Graphics. - Texturing - Philipp Slusallek Computer Graphics - Texturing - Philipp Slusallek Texture Textures modify the input for shading computations Either via (painted) images textures or procedural functions Example texture maps for Reflectance,

More information

CS348B: Image Synthesis

CS348B: Image Synthesis Page 1 CS348B: Image Synthesis Goal: How to generate realistic images? Applications Movies Interactive entertainment Industrial design Architecture Showcase products Final Fantasy Cultural heritage Holy

More information

02 Shading and Frames. Steve Marschner CS5625 Spring 2016

02 Shading and Frames. Steve Marschner CS5625 Spring 2016 02 Shading and Frames Steve Marschner CS5625 Spring 2016 Light reflection physics Radiometry redux Power Intensity power per unit solid angle Irradiance power per unit area Radiance power per unit (solid

More information

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models

Today. Global illumination. Shading. Interactive applications. Rendering pipeline. Computergrafik. Shading Introduction Local shading models Computergrafik Thomas Buchberger, Matthias Zwicker Universität Bern Herbst 2008 Today Introduction Local shading models Light sources strategies Compute interaction of light with surfaces Requires simulation

More information

CS 354R: Computer Game Technology

CS 354R: Computer Game Technology CS 354R: Computer Game Technology Texture and Environment Maps Fall 2018 Texture Mapping Problem: colors, normals, etc. are only specified at vertices How do we add detail between vertices without incurring

More information

Global Illumination The Game of Light Transport. Jian Huang

Global Illumination The Game of Light Transport. Jian Huang Global Illumination The Game of Light Transport Jian Huang Looking Back Ray-tracing and radiosity both computes global illumination Is there a more general methodology? It s a game of light transport.

More information

CMSC427 Final Practice v2 Fall 2017

CMSC427 Final Practice v2 Fall 2017 CMSC427 Final Practice v2 Fall 2017 This is to represent the flow of the final and give you an idea of relative weighting. No promises that knowing this will predict how you ll do on the final. Some questions

More information

BRDF Computer Graphics (Spring 2008)

BRDF Computer Graphics (Spring 2008) BRDF Computer Graphics (Spring 2008) COMS 4160, Lecture 20: Illumination and Shading 2 http://www.cs.columbia.edu/~cs4160 Reflected Radiance proportional to Irradiance Constant proportionality: BRDF [CW

More information

Lecture 10: Shading Languages. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)

Lecture 10: Shading Languages. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011) Lecture 10: Shading Languages Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) Review: role of shading languages Renderer handles surface visibility tasks - Examples: clip,

More information

Lecture 4: Reflection Models

Lecture 4: Reflection Models Lecture 4: Reflection Models CS 660, Spring 009 Kavita Bala Computer Science Cornell University Outline Light sources Light source characteristics Types of sources Light reflection Physics-based models

More information

Assignment #2. (Due date: 11/6/2012)

Assignment #2. (Due date: 11/6/2012) Computer Vision I CSE 252a, Fall 2012 David Kriegman Assignment #2 (Due date: 11/6/2012) Name: Student ID: Email: Problem 1 [1 pts] Calculate the number of steradians contained in a spherical wedge with

More information

Evolution of Imaging Technology in Computer Graphics. Related Areas

Evolution of Imaging Technology in Computer Graphics. Related Areas Evolution of Imaging Technology in Computer Graphics Jonas Gomes Rio de Janeiro http://www.visgraf.impa.br Image computation Related Areas 1 Related Areas An integrated view Problems on the frontiers Graphical

More information

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

CS 5625 Lec 2: Shading Models

CS 5625 Lec 2: Shading Models CS 5625 Lec 2: Shading Models Kavita Bala Spring 2013 Shading Models Chapter 7 Next few weeks Textures Graphics Pipeline Light Emission To compute images What are the light sources? Light Propagation Fog/Clear?

More information

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall

Other Rendering Techniques CSE 872 Fall Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity CSE 872 Fall Other Rendering Techniques 1 Intro You have seen Scanline converter (+z-buffer) Painter s algorithm Radiosity 2 Intro Some more Raytracing Light maps Photon-map Reyes Shadow maps Sahdow volumes PRT BSSRF

More information

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

LEVEL 1 ANIMATION ACADEMY2010

LEVEL 1 ANIMATION ACADEMY2010 1 Textures add more realism to an environment and characters. There are many 2D painting programs that can be used to create textures, such as Adobe Photoshop and Corel Painter. Many artists use photographs

More information

Shading. Brian Curless CSE 557 Autumn 2017

Shading. Brian Curless CSE 557 Autumn 2017 Shading Brian Curless CSE 557 Autumn 2017 1 Reading Optional: Angel and Shreiner: chapter 5. Marschner and Shirley: chapter 10, chapter 17. Further reading: OpenGL red book, chapter 5. 2 Basic 3D graphics

More information

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February

Soft shadows. Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows Steve Marschner Cornell University CS 569 Spring 2008, 21 February Soft shadows are what we normally see in the real world. If you are near a bare halogen bulb, a stage spotlight, or other

More information

Shading / Light. Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham

Shading / Light. Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham Shading / Light Thanks to Srinivas Narasimhan, Langer-Zucker, Henrik Wann Jensen, Ravi Ramamoorthi, Hanrahan, Preetham Phong Illumination Model See Shirley, Ch 10 and http://en.wikipedia.org/wiki/phong_shading

More information

Shading. Brian Curless CSE 457 Spring 2017

Shading. Brian Curless CSE 457 Spring 2017 Shading Brian Curless CSE 457 Spring 2017 1 Reading Optional: Angel and Shreiner: chapter 5. Marschner and Shirley: chapter 10, chapter 17. Further reading: OpenGL red book, chapter 5. 2 Basic 3D graphics

More information

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural

Topic 11: Texture Mapping 10/21/2015. Photographs. Solid textures. Procedural Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Topic 11: Photographs Texture Mapping Motivation Sources of texture Texture coordinates

More information

REYES REYES REYES. Goals of REYES. REYES Design Principles

REYES REYES REYES. Goals of REYES. REYES Design Principles You might be surprised to know that most frames of all Pixar s films and shorts do not use a global illumination model for rendering! Instead, they use Renders Everything You Ever Saw Developed by Pixar

More information

w Foley, Section16.1 Reading

w Foley, Section16.1 Reading Shading w Foley, Section16.1 Reading Introduction So far, we ve talked exclusively about geometry. w What is the shape of an object? w How do I place it in a virtual 3D space? w How do I know which pixels

More information

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016

Computergrafik. Matthias Zwicker Universität Bern Herbst 2016 Computergrafik Matthias Zwicker Universität Bern Herbst 2016 2 Today Basic shader for texture mapping Texture coordinate assignment Antialiasing Fancy textures 3 Texture mapping Glue textures (images)

More information

+ = To Do. Adding Visual Detail. Texture Mapping. Parameterization. Option: Varieties of projections. Foundations of Computer Graphics (Fall 2012)

+ = To Do. Adding Visual Detail. Texture Mapping. Parameterization. Option: Varieties of projections. Foundations of Computer Graphics (Fall 2012) Foundations of Computer Graphics (Fall 2012) CS 184, Lecture 23: Texture Mapping http://inst.eecs.berkeley.edu/~cs184 Submit HW5 milestone To Do Prepare for final push on HW 5, HW 6 Many slides from Greg

More information

CS130 : Computer Graphics Lecture 8: Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside

CS130 : Computer Graphics Lecture 8: Lighting and Shading. Tamar Shinar Computer Science & Engineering UC Riverside CS130 : Computer Graphics Lecture 8: Lighting and Shading Tamar Shinar Computer Science & Engineering UC Riverside Why we need shading Suppose we build a model of a sphere using many polygons and color

More information

Texture Mapping. Reading. Implementing texture mapping. Texture mapping. Daniel Leventhal Adapted from Brian Curless CSE 457 Autumn 2011.

Texture Mapping. Reading. Implementing texture mapping. Texture mapping. Daniel Leventhal Adapted from Brian Curless CSE 457 Autumn 2011. Reading Recommended Texture Mapping Daniel Leventhal Adapted from Brian Curless CSE 457 Autumn 2011 Angel, 8.6, 8.7, 8.9, 8.10, 9.13-9.13.2 Paul S. Heckbert. Survey of texture mapping. IEEE Computer Graphics

More information

Anselmo Lastra, Steve Molnar, Marc Olano, Yulan Wang. Marc Olano, Yulan Wang University of North Carolina at Chapel Hill

Anselmo Lastra, Steve Molnar, Marc Olano, Yulan Wang. Marc Olano, Yulan Wang University of North Carolina at Chapel Hill Real-Time Programmable Shading Real-Time Programmable Shading (http://www.cs.unc.edu/~olano/papers/rtshading/) (http://www.cs.unc.edu/~olano/papers/rtshading/) Anselmo Lastra, Steve Molnar, Anselmo Lastra,

More information

Spring 2012 Final. CS184 - Foundations of Computer Graphics. University of California at Berkeley

Spring 2012 Final. CS184 - Foundations of Computer Graphics. University of California at Berkeley Spring 2012 Final CS184 - Foundations of Computer Graphics University of California at Berkeley Write your name HERE: Write your login HERE: Closed book. You may not use any notes or printed/electronic

More information

Electromagnetic waves and power spectrum. Rays. Rays. CS348B Lecture 4 Pat Hanrahan, Spring 2002

Electromagnetic waves and power spectrum. Rays. Rays. CS348B Lecture 4 Pat Hanrahan, Spring 2002 Page 1 The Light Field Electromagnetic waves and power spectrum 1 10 10 4 10 6 10 8 10 10 10 1 10 14 10 16 10 18 10 0 10 10 4 10 6 Power Heat Radio Ultra- X-Rays Gamma Cosmic Infra- Red Violet Rays Rays

More information

Zeyang Li Carnegie Mellon University

Zeyang Li Carnegie Mellon University Zeyang Li Carnegie Mellon University Recap: Texture Mapping Programmable Graphics Pipeline Bump Mapping Displacement Mapping Environment Mapping GLSL Overview Perlin Noise GPGPU Map reflectance over a

More information

TEXTURE MAPPING. DVA338 Computer Graphics Thomas Larsson, Afshin Ameri

TEXTURE MAPPING. DVA338 Computer Graphics Thomas Larsson, Afshin Ameri TEXTURE MAPPING DVA338 Computer Graphics Thomas Larsson, Afshin Ameri OVERVIEW Motivation Texture Mapping Coordinate Mapping (2D, 3D) Perspective Correct Interpolation Texture Filtering Mip-mapping Anisotropic

More information

Render - Cycles Render Engine - Nodes

Render - Cycles Render Engine - Nodes 10.3.4 Render - Cycles Render Engine - Nodes Introduction...2 Shaders...2 Textures...3 More...3 Open Shading Language...3 Input Nodes...3 Camera Data...3 Value...3 RGB...3 Attribute...4 Wireframe...4 Geometry...4

More information

Chapter 1 Introduction. Marc Olano

Chapter 1 Introduction. Marc Olano Chapter 1 Introduction Marc Olano 1 About This Course Or, why do we want to do real-time shading, and why offer a course on it? Over the years of graphics hardware development, there have been obvious

More information

Complex Features on a Surface. CITS4241 Visualisation Lectures 22 & 23. Texture mapping techniques. Texture mapping techniques

Complex Features on a Surface. CITS4241 Visualisation Lectures 22 & 23. Texture mapping techniques. Texture mapping techniques Complex Features on a Surface CITS4241 Visualisation Lectures 22 & 23 Texture Mapping Rendering all surfaces as blocks of colour Not very realistic result! Even with shading Many objects have detailed

More information

Computer Graphics 7 - Texture mapping, bump mapping and antialiasing

Computer Graphics 7 - Texture mapping, bump mapping and antialiasing Computer Graphics 7 - Texture mapping, bump mapping and antialiasing Tom Thorne Slides courtesy of Taku Komura www.inf.ed.ac.uk/teaching/courses/cg Overview Texture mapping and bump mapping Anti-aliasing

More information

Texture Mapping. Brian Curless CSE 457 Spring 2016

Texture Mapping. Brian Curless CSE 457 Spring 2016 Texture Mapping Brian Curless CSE 457 Spring 2016 1 Reading Required Angel, 7.4-7.10 Recommended Paul S. Heckbert. Survey of texture mapping. IEEE Computer Graphics and Applications 6(11): 56--67, November

More information

CS 5600 Spring

CS 5600 Spring Objectives From: Ed Angel University of New Mexico Introduce Mapping Methods - - Environment Mapping -Bump Mapping Consider basic strategies - Forward vs backward mapping - Point sampling vs area averaging

More information

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10

Shading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall Required: Shirley, Chapter 10 Reading Required: Shirley, Chapter 10 Shading Brian Curless CSE 557 Fall 2014 1 2 Basic 3D graphics With affine matrices, we can now transform virtual 3D objects in their local coordinate systems into

More information

Image-Based Lighting. Inserting Synthetic Objects

Image-Based Lighting. Inserting Synthetic Objects Image-Based Lighting 15-463: Rendering and Image Processing Alexei Efros with a lot of slides donated by Paul Debevec Inserting Synthetic Objects Why does this look so bad? Wrong camera orientation Wrong

More information

Texture Mapping. Brian Curless CSE 457 Spring 2015

Texture Mapping. Brian Curless CSE 457 Spring 2015 Texture Mapping Brian Curless CSE 457 Spring 2015 1 Reading Required Angel, 7.4-7.10 Recommended Paul S. Heckbert. Survey of texture mapping. IEEE Computer Graphics and Applications 6(11): 56--67, November

More information

Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping

Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping Computer Graphics (CS 543) Lecture 10: Normal Maps, Parametrization, Tone Mapping Prof Emmanuel Agu Computer Science Dept. Worcester Polytechnic Institute (WPI) Normal Mapping Store normals in texture

More information

CS 130 Final. Fall 2015

CS 130 Final. Fall 2015 CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

Image-Based Lighting

Image-Based Lighting Image-Based Lighting Eirik Holmøyvik CS194: Image Manipulation & Computational Photography with a lot of slides Alexei Efros, UC Berkeley, Fall 2014 donated by Paul Debevec Inserting Synthetic Objects

More information

Einführung in Visual Computing

Einführung in Visual Computing Einführung in Visual Computing 186.822 Textures Werner Purgathofer Surface-Rendering Methods polygon rendering methods ray tracing global illumination environment mapping texture mapping bump mapping Werner

More information

Introduction to Visualization and Computer Graphics

Introduction to Visualization and Computer Graphics Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective

More information

The 7d plenoptic function, indexing all light.

The 7d plenoptic function, indexing all light. Previous Lecture The 7d plenoptic function, indexing all light. Lightfields: a 4d (not 5d!) data structure which captures all outgoing light from a region and permits reconstruction of arbitrary synthetic

More information

Hardware-Assisted Relief Texture Mapping

Hardware-Assisted Relief Texture Mapping EUROGRAPHICS 0x / N.N. and N.N. Short Presentations Hardware-Assisted Relief Texture Mapping Masahiro Fujita and Takashi Kanai Keio University Shonan-Fujisawa Campus, Fujisawa, Kanagawa, Japan Abstract

More information

CSE 167: Lecture #7: Color and Shading. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

CSE 167: Lecture #7: Color and Shading. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 CSE 167: Introduction to Computer Graphics Lecture #7: Color and Shading Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Homework project #3 due this Friday,

More information

Shadow and Environment Maps

Shadow and Environment Maps CS294-13: Special Topics Lecture #8 Advanced Computer Graphics University of California, Berkeley Monday, 28 September 2009 Shadow and Environment Maps Lecture #8: Monday, 28 September 2009 Lecturer: Ravi

More information

CS 428: Fall Introduction to. Texture mapping and filtering. Andrew Nealen, Rutgers, /18/2010 1

CS 428: Fall Introduction to. Texture mapping and filtering. Andrew Nealen, Rutgers, /18/2010 1 CS 428: Fall 2010 Introduction to Computer Graphics Texture mapping and filtering 10/18/2010 1 Topic overview Image formation and OpenGL Transformations and viewing Polygons and polygon meshes 3D model/mesh

More information

Real-Time Rendering (Echtzeitgraphik) Dr. Michael Wimmer

Real-Time Rendering (Echtzeitgraphik) Dr. Michael Wimmer Real-Time Rendering (Echtzeitgraphik) Dr. Michael Wimmer wimmer@cg.tuwien.ac.at Shading and Lighting Effects Overview Environment mapping Cube mapping Sphere mapping Dual-paraboloid mapping Reflections,

More information

CS 498 VR. Lecture 19-4/9/18. go.illinois.edu/vrlect19

CS 498 VR. Lecture 19-4/9/18. go.illinois.edu/vrlect19 CS 498 VR Lecture 19-4/9/18 go.illinois.edu/vrlect19 Review from previous lectures Image-order Rendering and Object-order Rendering Image-order Rendering: - Process: Ray Generation, Ray Intersection, Assign

More information

rendering equation computer graphics rendering equation 2009 fabio pellacini 1

rendering equation computer graphics rendering equation 2009 fabio pellacini 1 rendering equation computer graphics rendering equation 2009 fabio pellacini 1 physically-based rendering synthesis algorithms that compute images by simulation the physical behavior of light computer

More information

COMPUTER GRAPHICS AND INTERACTION

COMPUTER GRAPHICS AND INTERACTION DH2323 DGI17 COMPUTER GRAPHICS AND INTERACTION INTRODUCTION TO RAYTRACING Christopher Peters CST, KTH Royal Institute of Technology, Sweden chpeters@kth.se http://kth.academia.edu/christopheredwardpeters

More information

The Design of RenderMan

The Design of RenderMan Real-Time Graphics Architecture Kurt Akeley Pat Hanrahan http://www.graphics.stanford.edu/courses/cs448a-01-fall The Design of RenderMan 1 Religious Issue #1 The world is not made of polygons In fact,

More information

+ = To Do. Texture Mapping. Adding Visual Detail. Parameterization. Option: Varieties of projections. Computer Graphics. geometry

+ = To Do. Texture Mapping. Adding Visual Detail. Parameterization. Option: Varieties of projections. Computer Graphics. geometry Computer Graphics CSE 167 [Win 17], Lecture 18: Texture Mapping Ravi Ramamoorthi To Do Prepare for final push on HW 4 We may have a brief written assignment http://viscomp.ucsd.edu/classes/cse167/wi17

More information

Advanced Maya Texturing and Lighting

Advanced Maya Texturing and Lighting Advanced Maya Texturing and Lighting Lanier, Lee ISBN-13: 9780470292730 Table of Contents Introduction. Chapter 1 Understanding Lighting, Color, and Composition. Understanding the Art of Lighting. Using

More information

Volume Illumination & Vector Field Visualisation

Volume Illumination & Vector Field Visualisation Volume Illumination & Vector Field Visualisation Visualisation Lecture 11 Institute for Perception, Action & Behaviour School of Informatics Volume Illumination & Vector Vis. 1 Previously : Volume Rendering

More information

CS 431/636 Advanced Rendering Techniques

CS 431/636 Advanced Rendering Techniques CS 431/636 Advanced Rendering Techniques Dr. David Breen Matheson 308 Thursday 6PM 8:50PM Presentation 7 5/23/06 Questions from Last Time? Hall Shading Model Shadows Reflections Refractions Slide Credits

More information

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm

CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm CSCI 4972/6963 Advanced Computer Graphics Quiz 2 Tuesday April 17, 2007 noon-1:30pm Name: RCS username: This quiz is closed book & closed notes except for one 8.5x11 (double-sided) sheet of notes. Please

More information

COMP environment mapping Mar. 12, r = 2n(n v) v

COMP environment mapping Mar. 12, r = 2n(n v) v Rendering mirror surfaces The next texture mapping method assumes we have a mirror surface, or at least a reflectance function that contains a mirror component. Examples might be a car window or hood,

More information

History of computer graphics

History of computer graphics Ivan Sutherland (1963) - SKETCHPAD History of computer graphics CS 248 - Introduction to Computer Graphics Autumn quarter, 2006 Slides for September 26 lecture pop-up menus constraint-based drawing hierarchical

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

Local vs. Global Illumination & Radiosity

Local vs. Global Illumination & Radiosity Last Time? Local vs. Global Illumination & Radiosity Ray Casting & Ray-Object Intersection Recursive Ray Tracing Distributed Ray Tracing An early application of radiative heat transfer in stables. Reading

More information

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today!

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today! Last Time? Real-Time Shadows Perspective-Correct Interpolation Texture Coordinates Procedural Solid Textures Other Mapping Bump Displacement Environment Lighting Textures can Alias Aliasing is the under-sampling

More information

Image Based Lighting with Near Light Sources

Image Based Lighting with Near Light Sources Image Based Lighting with Near Light Sources Shiho Furuya, Takayuki Itoh Graduate School of Humanitics and Sciences, Ochanomizu University E-mail: {shiho, itot}@itolab.is.ocha.ac.jp Abstract Recent some

More information

Image Based Lighting with Near Light Sources

Image Based Lighting with Near Light Sources Image Based Lighting with Near Light Sources Shiho Furuya, Takayuki Itoh Graduate School of Humanitics and Sciences, Ochanomizu University E-mail: {shiho, itot}@itolab.is.ocha.ac.jp Abstract Recent some

More information